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en-usCopyright 2015 AOL, Inc. The contents of this feed are available for non-commercial use only.Blogsmith http://www.blogsmith.com/http://www.joystiq.com/2015/02/02/games-of-a-lifetime-jessicas-picks/http://www.joystiq.com/2015/02/02/games-of-a-lifetime-jessicas-picks/http://www.joystiq.com/2015/02/02/games-of-a-lifetime-jessicas-picks/#commentsAfter more than ten years devoted to video games and the people who make them, Joystiq is closing its doors. We won't be reporting on the best games of 2015, so join us for one last hurrah as the Joystiq family reveals their Games of a Lifetime.

Tetris

Grandma can beat you at Tetris.

This was a foundation of my childhood and an irrefutable truth as I was growing up. Grandma would sit in her office, in front of a bulky 90s-era television, NES plugged in, and she would dominate level after level of rapidly falling tetrominos. My cousins and I would try to do the same and always end up supremely behind her high scores, but always ready to try just one more round. To this day, I'm still ready.

Here's to you, Grandma, my own Original Gamer, and here's to Tetris, my Original Game.

Permalink | Email this | Comments]]>Doomfezgames-of-a-lifetimeGoldenEyegoldeneye-007tetristhe-walking-deadMon, 02 Feb 2015 13:00:00 ESThttp://www.joystiq.com/2013/10/06/goldeneye-director-will-aim-for-love-with-experimental-matchmaki/http://www.joystiq.com/2013/10/06/goldeneye-director-will-aim-for-love-with-experimental-matchmaki/http://www.joystiq.com/2013/10/06/goldeneye-director-will-aim-for-love-with-experimental-matchmaki/#commentsGoldeneye 007 for N64 has quite a legacy regarding its multiplayer, but game director Martin Hollis has a different kind of multiplayer game he wants to try: in Aim For Love, players will take on the role of matchmaker (see what we did with the title now?) and try to set up real-life couples. The game will be part of the GameCity festival in Nottingham, England, which runs October 19-26. Two giant screens erected in a public plaza will provide the play area.

Aim For Love will task players with picking out individuals from the plaza crowd and pairing them with a match that's good for them. Individuals being picked will see themselves being selected via the screens at the plaza. Matches can be platonic or romantic in nature, and the newly-formed pair work together to pick the next couple.

"A massive challenge in the design of this thing is forecasting people's behavior," Hollis told Gamasutra. "You'll see, if you take the role of being a matchmaker seriously, how the two people react to each other, and how the crowd reacts ... the whole game is an experiment."

Permalink | Email this | Comments]]>aim-for-lovegamecitygoldeneyegoldeneye-007lovemartin-hollisSun, 06 Oct 2013 21:00:00 ESThttp://www.joystiq.com/2012/12/06/bioware-was-working-on-a-spy-game-agent-in-2009/http://www.joystiq.com/2012/12/06/bioware-was-working-on-a-spy-game-agent-in-2009/http://www.joystiq.com/2012/12/06/bioware-was-working-on-a-spy-game-agent-in-2009/#commentsWay back in the olden days of 2009, BioWare co-founder Trent Oster started work on a new, PS3-exclusive spy game called Agent, which "failed to survive the recession," Oster told Eurogamer. Agent was a mix of Jason Bourne and 007, Oster said, though we detected a hint of Deus Ex in his description as well:

"The concept was to do the other half of GoldenEye," Oster said. "The idea being that James Bond isn't just a gun that walks around the world and shoots people. He's a suave manipulator, he's a talented martial artist, he's a secret agent. We wanted to cross that 007 with Jason Bourne, where he's been modified in some way; you're not sure what, but he's definitely deadly.

"We really wanted to push the acting side, the digital acting. We really wanted to be very high drama, very intense scenes. I always think of the scene in the second Bourne movie where Jason Bourne's choking the guy out with a book and he's right in his face and it's this very intense moment. That was one of the key things we wanted to carry off."

No, Agent didn't have anything to do with the PS3-exclusive game that Rockstar announced in 2009, also dubbed Agent. EA "didn't believe in the concept" for BioWare's game and Agent was sent off on a mission from which it'd never return: counting all the grains of sand on a windy beach. Or just the recycle bin.

Permalink | Email this | Comments]]>007agentBioWarecanceledGoldenEyeJason-Bourneplaystationps3Trent-OsterThu, 06 Dec 2012 18:30:00 ESThttp://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/#commentsDuring GDC Europe 2012, former Rare developer Martin Hollis recounted his experience directing GoldenEye 007, one of the most fondly remembered games of its time and a landmark title in the history of console first-person shooters. Hollis had only worked on one game for Rare at the time, the arcade version of Killer Instinct. When the opportunity arose to pursue a James Bond game in early 1995, Hollis jumped at the chance; as the video above demonstrates, he was a pretty big fan.

The rest is gaming history. Hollis went over far too much for us to condense into a single piece (in fact, we've already written two others), but we've compiled some of the highlights after the break. Read on to discover how one of GoldenEye's primary influences was actually Sega's Virtua Cop. In the gallery below, you'll find images of some of GoldenEye's original design documents and some behind the scenes stories from the original team.

Permalink | Email this | Comments]]>Gamescom-2012gdc-europe-2012goldeneyegoldeneye-007martin-hollisrareMon, 03 Sep 2012 11:00:00 ESThttp://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/#commentsYou might know that the multiplayer mode for GoldenEye 007, the seminal N64 shooter, was only added to the game late in development. What you probably don't know is that the mode was also added unbeknownst to the management at developer Rare and publisher Nintendo. The revelation comes by way of GoldenEye 007's director Martin Hollis, who delivered a postmortem presentation on the game at GDC Europe.

Hollis' presentation included stories from many of GoldenEye 007's developers, including Steve Ellis, who was responsible for programming the multiplayer mode, a feat he accomplished in a month. Wrote Ellis:

One of the things that always strikes me as crazy in retrospect is that until something like March or April of 1997, there wasn't a multiplayer mode at all. It hadn't even been started. It really was put in at the last minute - something you wouldn't dream of doing these days - and it was done without the knowledge or permission of the management at Rare and Nintendo. The first they knew about it was when we showed it to them working. However - since the game was already late by that time, if we hadn't done it that way, it probably never would have happened.

Hollis said that "quite a few features" were "snuck in" throughout development, which he chalked up to management trusting the team. "I'm sure there were six-month stretches where no member of Rare or Nintendo management came into the team offices," he said. "Which is really quite extraordinary, and all credit to them that they felt able to take that much of a leaned-back approach and place that much trust in the team."

So there you have it, GoldenEye 007's multiplayer mode - a vital, fondly-remembered component of a landmark game - was unplanned, coded in a month and might never have existed at all if it weren't for some serendipitous managerial oversight.

Permalink | Email this | Comments]]>gamescom-2012gdc-europe-2012goldeneyegoldeneye-007n64nintendonintendo-64rareTue, 14 Aug 2012 14:30:00 ESThttp://www.joystiq.com/2012/07/26/jaws-and-drax-actors-reprise-roles-in-007-legends-written-by-go/http://www.joystiq.com/2012/07/26/jaws-and-drax-actors-reprise-roles-in-007-legends-written-by-go/http://www.joystiq.com/2012/07/26/jaws-and-drax-actors-reprise-roles-in-007-legends-written-by-go/#commentsActivision has attached a few more names to the upcoming 007 Legends, which follows a virtual Daniel Craig through several old James Bond movies. The game is written by Bruce Feirstein, who wrote the film versions of Goldeneye, Tomorrow Never Dies, and The World is Not Enough, and worked with Activision on Bond remakes and adaptations in the past, including 007 Everything or Nothing and 2010's Bloodstone.

Richard Kiel joins the cast to reprise his role of Jaws from Moonraker, while Michael Londsdale appears as Hugo Drax, the villain whose aim is to destroy humanity. It was previously announced that Skyfall's Naomie Harris and Rory Kinnear will both appear in the game as well, as Bond's love interest and the MI6 Chief of Staff, respectively. We'll probably hear about even more cast and crew announcements for 007 Legends on the way to its release on October 16.

Permalink | Email this | Comments]]>007-legendsbruce-feirsteindaniel-craiggoldeneyehugo-draxjawsmicrosoftmoonrakerpcplaystationps3richard-kielwriterxboxThu, 26 Jul 2012 23:59:00 ESThttp://www.joystiq.com/2011/07/22/goldeneye-007-reloaded-preview-bringing-back-bond/http://www.joystiq.com/2011/07/22/goldeneye-007-reloaded-preview-bringing-back-bond/http://www.joystiq.com/2011/07/22/goldeneye-007-reloaded-preview-bringing-back-bond/#comments
Here we go again. It was almost a certainty last year that we'd see the version of GoldenEye 007 released for the Wii eventually brought out to the HD consoles, but it's fair to say that Activision surprised everyone with the reveal of GoldenEye 007: Reloaded, being released this fall as a full retail title.

So yes, the odds are that we'll all be playing through GoldenEye (first created by Rare for the Nintendo 64 fourteen years ago, and reimagined by Eurocom for the Wii release last year) yet again. This new version has the modern story tweaks, the addition of Daniel Craig, and all of the other reimaginings from the Wii, but Eurocom is aiming for even more, adding in a new set of modes called MI-6 Ops, as well as co-op and full competitive multiplayer. If Call of Duty had a baby with Rare's classic, this is what would crawl out.

Permalink | Email this | Comments]]>activisioncomic-con-2011eurocomgoldeneyegoldeneye-007-reloadedjames-steermicrosoftn64playstationproducerps3xboxFri, 22 Jul 2011 19:00:00 ESThttp://www.joystiq.com/2010/11/02/goldeneye-007-review/http://www.joystiq.com/2010/11/02/goldeneye-007-review/http://www.joystiq.com/2010/11/02/goldeneye-007-review/#comments
Activision had an interesting balancing act on its hands with Goldeneye. It knew that this was a nostalgia title for the Nintendo 64 crowd, yet it had to be wary of "copying" anything from the Rare-developed 1997 title of the same name for legal reasons. So the company goes back to the source material (the film, that is), replaces Pierce Brosnan with Daniel Craig, and builds an entirely new game -- yet all the while hoping it rides its name recognition right off the shelves. "Somebody's remaking Goldeneye! Remember Goldeneye? Goldeneye!"

This isn't a remake. It's a new Bond game based on an older film. Remember when EA made a video game version of From Russia With Love in 2005? It's like that, but if they replaced Sean Connery with Daniel Craig. And gave him a smartphone.

Permalink | Email this | Comments]]>007activisiongoldeneyegoldeneye-007-2010james-bondnintendowiiTue, 02 Nov 2010 16:00:00 ESThttp://www.joystiq.com/2010/09/27/goldeneye-007-trailer-flips-on-multiplayer-modifiers/http://www.joystiq.com/2010/09/27/goldeneye-007-trailer-flips-on-multiplayer-modifiers/http://www.joystiq.com/2010/09/27/goldeneye-007-trailer-flips-on-multiplayer-modifiers/#commentsGoldenEye 007 gets all up in our face 1997-style, with a trailer featuring some of the multiplayer modifiers and combinations found in the Wii update. So, let's do "License to Kill" with "Slappers Only!" Ready? GO!

Permalink | Email this | Comments]]>ActivisionGoldenEyegoldeneye-007-2010goldeneye-2010nintendowiiMon, 27 Sep 2010 16:10:00 ESThttp://www.joystiq.com/2010/09/16/goldeneye-007-ds-preview/http://www.joystiq.com/2010/09/16/goldeneye-007-ds-preview/http://www.joystiq.com/2010/09/16/goldeneye-007-ds-preview/#comments
Developer n-Space has been responsible for the DS installments of Activision's biggest FPS franchise, Call of Duty. With handheld versions of Call of Duty 4: Modern Warfare, World at War and Modern Warfare: Mobilized under its belt, the studio is readying for its next release, the DS version of GoldenEye 007, which will launch alongside the Wii remake on November 2.

Last week, I chatted with creative director Ted Newman and played a bit of GoldenEye 007 on the DS.

Permalink | Email this | Comments]]>activisiondsgoldeneyegoldeneye-007-2010James-Bondn-spacenintendoThu, 16 Sep 2010 20:00:00 ESThttp://www.joystiq.com/2010/09/14/goldeneye-007-wii-preview/http://www.joystiq.com/2010/09/14/goldeneye-007-wii-preview/http://www.joystiq.com/2010/09/14/goldeneye-007-wii-preview/#comments
Activision is taking a risk with its GoldenEye 007 remake for Wii. Legal precautions aside (Microsoft and Rare still have rights to the original game), GoldenEye for N64, or simply "Bond," is a beloved, iconic console FPS. So, to re-imagine this game on the Wii, Activision risks both tarnishing us old-timers' fond memories and further alienating a newer generation that wonders, "What's the big deal?"

At a recent preview event, I checked out two levels of the new GoldenEye and spoke with Activision brand manager Eric Spielman. "We thought, if we're going to bring it back, we need to have a commitment to authenticity; and the original game was on Nintendo -- we wanted to be on Nintendo again," Spielman told me, when asked why Activision had focused its remake solely on the Wii (a DS version will also be released). "If you look at the Wii, it's very much about people together, in the same room, having fun, playing games together. It all added up to us getting the exclusive, and Nintendo has been a big help every step of the way."

Like many Wii games before it, the upcoming revival of Goldeneye 007 supports a number of different controllers. You'll be able to play with the Wii Remote and Nunchuk, the Classic Controller, a GameCube controller or even the Wii Zapper. But surely one of these myriad methods must be the preferred control scheme among the development team, right?

Well, no, not really. "There's a house divided, at least amongst ourselves," said Activision production coordinator Graham Hagmaier while presenting a demo of the game at Gamescom this week. "A lot of us play with the Wii Remote and Nunchuk. I prefer this particular scheme [the Classic Controller], just because I used to play a lot of FPS games on [the Xbox] 360 and PS3, and for a lot of people those are very popular formats. But it just depends on your proficiency with the controller."

More evidence to support the circulating rumors of a GoldenEye remake surfaced this past week. The most convincing comes from Eurogamer, which reports that a source has confirmed Activision is working on a revamped version of the classic Nintendo 64 shooter for the Wii and DS to be released this November. The game is supposedly being developed by n-Space and Eurocom, the latter of which created the N64 version of The World is Not Enough. The source also mentioned the publisher will showcase the title for the very first time at E3, so we won't have to wait long to learn if this unnamed tipster is on the money.

A slightly more suspect piece of evidence comes to us via GoNintendo, which posted a series of images from an anonymous source, purportedly stripped from a survey referencing a GoldenEye Wii-make. This survey mentions "a modernized version of the classic story with the new Bond (Daniel Craig)," which, if true, would be a minor travesty. Don't get us wrong, we love Craig -- but you really can't out-Brosnan Brosnan, you know?

Read | Permalink | Email this | Comments]]>activisiondseurocomgoldeneyegoldeneye-007-2010goldeneye-2010n-spacenintendowiiSat, 05 Jun 2010 13:30:00 ESThttp://www.joystiq.com/2010/04/23/activision-registers-new-domain-for-goldeneye-game/http://www.joystiq.com/2010/04/23/activision-registers-new-domain-for-goldeneye-game/http://www.joystiq.com/2010/04/23/activision-registers-new-domain-for-goldeneye-game/#comments
The saga of a new GoldenEye game -- or the possible re-release of the original -- has acquired yet another new wrinkle. Said wrinkle comes in the form of a new internet domain registered by Activision. The domain in question, uncovered by superannuation, is goldeneyegame.com, which certainly points to some sort of revival for the storied title. While the prospects of an actual re-release of Rare's N64 classic have been all but crushed, an artist's resume discovered in October 2009 did mention work on a GoldenEye 2010 for Activision.

Assuming the resume was accurate, Activision could be securing the domain in advance of an announcement. It's also unclear if any of this ties into James Bond: Bloodstone, the alleged title of the Bond game in development at Bizarre. We know Activision has Bond plans for 2010, but could the company be preparing us for a double-0 dose of espionage, perhaps rolling out a new version of GoldenEye to drum up interest for Bloodstone? Or maybe the company is simply getting its ducks in a row in case it does decide to revive GoldenEye.

Whatever it is, something is definitely stirring shaking at Activision.

Read | Permalink | Email this | Comments]]>activisionbizarregoldeneyegoldeneye-007-2010goldeneye-2010james-bondrareFri, 23 Apr 2010 18:12:00 ESThttp://www.joystiq.com/2010/02/19/perfect-dark-xbla-will-keep-goldeneye-maps/http://www.joystiq.com/2010/02/19/perfect-dark-xbla-will-keep-goldeneye-maps/http://www.joystiq.com/2010/02/19/perfect-dark-xbla-will-keep-goldeneye-maps/#comments While you probably won't be experiencing any classic GoldenEye action on Xbox Live Arcade anytime soon, it looks like Perfect Dark will let you do the next best thing! Yes, the realGoldenEye will likely never see the light of day on XBLA, but that doesn't mean its maps and weapons can't appear in Perfect Dark. According to Kotaku, Microsoft's Ken Lobb has confirmed at DICE that the unlockable GoldenEye weapons and maps featured in the N64 version of Perfect Dark will be included in the upcoming XBLA version as well.

Of course, there really wasn't any reason to think they wouldn't be, but it's nice to hear all the same. So, if you've got the unlocking talent, you'll be mowing down your friends with a Klobb* in the Felicity, Temple and Complex maps in no time.

Read | Permalink | Email this | Comments]]>goldeneyeken-lobbmicrosoft-game-studiosperfect-darkrarexblaFri, 19 Feb 2010 15:15:00 ESThttp://www.joystiq.com/2009/10/26/rumor-animator-resume-lists-work-on-goldeneye-2010/http://www.joystiq.com/2009/10/26/rumor-animator-resume-lists-work-on-goldeneye-2010/http://www.joystiq.com/2009/10/26/rumor-animator-resume-lists-work-on-goldeneye-2010/#commentsIt'll probably look a bit better than this
Shortly before being pulled from the internet's intimidating view, an animator's online resume may have let out a secret -- concerning an iconic secret agent. According to the eagle-eyed Superannuation, Craig Peck listed work on a game dubbed "GoldenEye 2010 (Wii)," created in association with British developer Eurocom.

Eurocom previously worked on the PlayStation 2 version of Activision's Quantum of Solace tie-in. Assuming "GoldenEye 2010" isn't merely a nostalgic codename, it seems the publisher could be looking to a well-regarded classic for inspiration on a new James Bond game. Alas, Hollywood can't keep up with Activision's annual aspirations.

The publisher won't divulge any of its plans this early, leaving us to wait for further information or for our time-traveling correspondent to confirm the game's existence. He's really more of a GoldenEye 2020 fan -- looking back, that really was the best of the remakes.

Read | Permalink | Email this | Comments]]>activisioneurocomgoldeneyegoldeneye-007-2010goldeneye-2010james-bondNintendorumorWiiMon, 26 Oct 2009 14:50:00 ESThttp://www.joystiq.com/2009/08/12/free-radical-founder-forms-facebook-studio/http://www.joystiq.com/2009/08/12/free-radical-founder-forms-facebook-studio/http://www.joystiq.com/2009/08/12/free-radical-founder-forms-facebook-studio/#comments
We promise this isn't one of our bizarre and contrived theme days, we just happen to have two stories about now-defunct Free Radical, the founder of which has gone on to form his own Facebook game design studio. It's called (tragically) Zinkyzonk.

Before he created the House That TimeSplitters Built, David Doak was one of the designers on GoldenEye, so he's definitely got the experience and chops. But if he's looking to unseat Dolphin Olympics 2 as Facebook game king, he'd better get that nose to the grindstone yesterday.

Apparently, happy is the new angry (Uggh, I apologize; I hate the "X is the new Y" phrase as much as anyone). While the Angry Video Game Nerd series continues to grow in popularity, a legion of imitators -- err, "inspirées" -- have arisen from the depths of YouTube. While most appear to simply swap "Angry Video Game Nerd" with a few synonyms and reduce the effort, quality, and obtainable entertainment of the video, one manages to make the formula something completely his own. Alaskan native Derek, AKA lophatjello, has created the "Happy Video Game Nerd." While the self-explanatory premise may sound eye-roll-inducing, one would be hard-pressed to ignore his passion for the retro games he highlights after watching a video of his. And that is a quality which I value greatly: unbridled passion and optimism for gaming. We're too often deluged by a flood of pessimism and jaded cynicism from the gaming world.

Very recently, Derek covered the NES semi-classic Ducktales. He labels it as a "kick-ass licensed game." This is a notable statement, as conventional gaming knowledge tells us that a license is often indicative of a terrible game. While there are always exceptions to rules, I feel confident that most who are reading this post can agree that licenses are too often a kiss of death. Yet the HVGN is correct; Ducktales is a pretty awesome licensed game. Here, in my humble opinion, are the Top 5 games based on popular film and television.

The Top 5 is a weekly feature that provides us with a forum to share our opinions on various aspects of the video game culture, and provides you with a forum to tell us how wrong we are. To further voice your opinions, submit a vote in the Wii Fanboy Poll, and take part in the daily discussions of Wii Warm Up.

As someone who writes on the Internets, I do a lot of reading as well. As just about any successful author will advise, if I want to be a better writer then I should be reading as much as possible. Thus, I tend to spend a good amount of time scouring the gaming websites and reading commentary from just about anyone. I wouldn't insult anyone by pointing out flaws in their work (as I'm host to many of my own), but it is sufficient to say that there is great diversity in the quality and other general attributes of gaming commentary. One source that I do consistently enjoy comes from GoNintendo's head honcho, known as RawmeatCowboy. Equal parts Nintendo fan and beard enthusiast, RMC has a passion for gaming unmatched by nearly anyone else in the entire industry. Whereas some journalists and commentators may give off an impression of jaded cynicism, this particular blogger is a bundle of video game-loving joy. Though he's not quite the wordsmith of a Jerry Holkins, his joy and optimism transcend any potential criticism. And after all, that should be the reason we play video games: for happiness.

Stepping away from worshipping his shrine, I'll get back on target. In a recent post, RMC discusses offline multiplayer via a get-together involving several friends of his trying out Guitar Hero: World Tour. He states that multiplayer is more enjoyable in person than online, and I find it difficult to disagree. That is not to say that online multiplayer is garbage; quite the opposite is true. Aside from the obvious pragmatics of not always being able to round up a few friends to play a game you enjoy, there's the global aspect behind online gaming. Though I've been battling people online via chess years before any major console had such capabilities, the enormous power of the technology didn't register with me until very recently. As I was connecting to an online race in Mario Kart Wii, the identification of racers on the globe really hit home. Realizing that I was simultaneously connecting with individuals from Japan, China, Germany, and England was strangely beautiful.

Despite the fascinating global implications of such connections, I remain a bit of a luddite in that I don't think there's anything better than having your friends in the same room with you while fighting with or against each other. Here's the Top 5 ways we recommend that you enjoy such opportunities.

The Top 5 is a weekly feature that provides us with a forum to share our opinions on various aspects of the video game culture, and provides you with a forum to tell us how wrong we are. To further voice your opinions, submit a vote in the Wii Fanboy Poll, and take part in the daily discussions of Wii Warm Up.

Permalink | Email this | Comments]]>bombermangoldeneyegoldeneye-007guitar-heroguitar-hero-world-tourguitarherojoystiqfeaturesmario-kartmario-kart-64mario-kart-wiimultiplayerrock-bandrock-band-2smash-brossmash-bros-brawlsmash-bros-meleesmashbrossmashbrosbrawlsuper-smash-brossuper-smash-bros-64super-smash-bros-brawlMon, 03 Nov 2008 13:37:00 ESThttp://www.joystiq.com/2008/10/06/free-radical-asks-us-to-vote-on-timesplitters-4-platform/http://www.joystiq.com/2008/10/06/free-radical-asks-us-to-vote-on-timesplitters-4-platform/http://www.joystiq.com/2008/10/06/free-radical-asks-us-to-vote-on-timesplitters-4-platform/#comments
Free Radical, the folks behind the TimeSplitters games and former Rare employees responsible for GoldenEye 007, have tossed up a poll on their website asking one and all which platform they'd like to see TimeSplitters 4 release on. We all know it's coming, they know we know and now are asking us which system we prefer? At the time of writing this post, it looks like more people would like to see the thing release on PS3, but the system isn't winning by that much.

If you want TimeSplitters 4 on Wii, we'd suggest you head over there and make your voice heard. If you don't know what TimeSplitters 4 is, then we suggest you play all of the previous games or, in the least, the best title in the series. We just hope the new game still has a level editor.

Oh, and they also have some artwork up on their site, featuring a cat on wheels and one hot chainsaw-toting nun.

Microsoft wants it. Nintendo wants it. Rare has no control over it. Such is the situation with GoldenEye 007, fondly remembered and much-loved N64 shooter of yesteryear.

Speaking to Videogamer.com, Rare senior software engineer Nick Burton said that the bid to bring the eleven-year-old game to either the Virtual Console or Xbox Live Arcade was "locked in this no man's land," and that it was up to the separate license holders to play nice before the greatest Bond game of all time could be made available for download on any service. "The ball's not in anybody at Rare's court really," sighed Burton. "It's squarely in the license holders' courts. It's a shame. There's nothing on LIVE Arcade, there's nothing on Wii."

It's not solely about Microsoft or Nintendo reaching an agreement, either -- the revival of GoldenEye also hinges on those who own the license to the game rights now, the parties that have the licence to Bond as an IP, and "umpteen licensees." Man, looks like eBay is still your best bet if you yearn for some RCP-90 action.

Read | Permalink | Email this | Comments]]>fpsgoldeneyelegalmicrosoftn64nintendo-64rareWed, 06 Aug 2008 18:26:00 ESThttp://www.joystiq.com/2008/08/06/xbla-goldeneye-sitting-in-no-mans-land/http://www.joystiq.com/2008/08/06/xbla-goldeneye-sitting-in-no-mans-land/http://www.joystiq.com/2008/08/06/xbla-goldeneye-sitting-in-no-mans-land/#commentsGoldenEye on the Xbox Live Arcade. We've heard the rumor, have evenseen it in action, but til this day, nothing has come close to releasing. And from the looks of things, a GoldenEye XBLA release probably isn't going to happen.

Talking to videogamer.com, Rare's senior software engineer Nick Burton acknowledged the GoldenEye development difficulties they've gone through saying that "it's incredibly hard to solve because there's so many licence holders involved. You've got the guys that own the license to the gaming rights now, the guys that have the licence to Bond as an IP, and there are umpteen licensees." Burton further explained that Rare doesn't have control over the project anymore and that it's in the hands of licenesee holders, making it almost "locked in this no man's land" of development hell. Long story short: GoldenEye XBLA is vaporware, turning out to be nothing but a sparkle of a dream of hope and nothingness. Got it?

Having foiled countless doomsday devices, monologuing masterminds and aesthetically pleasing assassins, James Bond has felt the bite of reality and become inextricably entangled in a web of legal nonsense. Though an Xbox Live Arcade version of the classic N64 FPS, GoldenEye, continues to make appearances both in dreams and alleged screenshots, nobody's been able to pull the game out of a web spun by numerous lawyers and license holders. "It's kind of locked in this no man's land."

That's according to Rare's senior software engineer, Nick Burton, who recently discussed the game's fate with VideoGamer.com. "It's incredibly hard to solve because there's so many licence holders involved," explained Burton. "You've got the guys that own the license to the gaming rights now, the guys that have the licence to Bond as an IP, and there are umpteen licensees." Last time we checked, "umpteen" was quite a lot ... at least 37 or so.

Burton goes on to explain that the game's release is no longer in Rare's hands -- it's up to the publishers to figure out how Microsoft can get its hands on a Nintendo game starring one of Activision's favorite characters. "It's probably going to go down in the annuls of gaming history as one of the big mysteries."

Wait ... the "annuls" of gaming history? What an appropriate misspelling.

The inventiveness of the homebrew scene never ceases to amaze us. Take for instance the above video. What you see in it is, in fact, GoldenEye 007 for Nintendo 64 running on a Wii with the "Homebrew Channel" installed.

The poster of the video states that he was able to get the game ROM working with the emulator used by the Virtual Console version of Sin & Punishment. He gives no details on how he managed the feat, mentioning only that the game works "for the most part" with occasional slowdown and a broken borked save system.

Hopefully Nintendo will see this video and, rather than simply order it pulled offline, realize just how much people really want a proper Virtual Console release of the game.

Read | Permalink | Email this | Comments]]>emulationgoldeneyegoldeneye-007homebrewnintendorareWiiThu, 03 Jul 2008 22:29:00 ESThttp://www.joystiq.com/2008/07/03/homebrewer-hacks-goldeneye-to-run-on-wii/http://www.joystiq.com/2008/07/03/homebrewer-hacks-goldeneye-to-run-on-wii/http://www.joystiq.com/2008/07/03/homebrewer-hacks-goldeneye-to-run-on-wii/#commentsSit down if you aren't and don't start taking a sip of something before you click the play button on the video above: someone managed to get GoldenEye 007 to run on the Wii. As evidenced above, the title can be emulated on the Wii, but not in perfect form. There are still some issues with saving and frame rates dipping here and there. But, all in all, pretty impressive and manages to only strengthen our desire to have this one show up on the Virtual Console.

Silicon Knights' long-awaited Xbox 360 action game Too Human is giving a shout out to a N64 classic, according to Wired. GoldenEye 007, the groundbreaking console FPS developed by Rare, featured a gun called the "KLOBB" - a nod to then Nintendo designer Ken Lobb, who helped out during the game's development. The gun was also the weakest in the game. D'oh!

Too Human promises hundreds of items ... and one of them, as Wired has uncovered, is the KLOBB. Not surprising considering that Ken Lobb is now serving as Creative Director at Microsoft Game Studios and is working closely with Silicon Knights on its game. For the record, it has a damage rating of 18.

Read | Permalink | Email this | Comments]]>goldeneyeken-lobbKLOBBraresilicon-knightstoo-humanXbox-360Tue, 01 Jul 2008 02:00:00 ESThttp://www.joystiq.com/2008/06/16/wii-fanboy-interviews-high-voltage-on-the-conduit-continued/http://www.joystiq.com/2008/06/16/wii-fanboy-interviews-high-voltage-on-the-conduit-continued/http://www.joystiq.com/2008/06/16/wii-fanboy-interviews-high-voltage-on-the-conduit-continued/#commentsStylistically, it's been compared to Half-Life and Perfect Dark. What games have inspired design choices in The Conduit?

Rob: One of our goals from the very start was to make a fast-paced accessible FPS. To that end we looked at and stole shamelessly from mega-hits like Halo and Half-Life, recent titles like Resistance: Fall of Man and Metroid Prime Corruption, as well as classics like Goldeneye for the N64. We wanted to pick the best features from these titles, the things that made them fun and memorable and have features like those in The Conduit.

Matt: We've done art direction for so many different titles, and we've learned a lot about establishing a strong and cohesive visual style. The Conduit's art direction has come mainly from taking real world styles and locations and combining them with our own alien technology concepts and aesthetic design preferences. I suppose that it looks similar to those other games, but in the end it's The Conduit's own unique premise that has largely driven the artistic vision. When combined with the features that are specific to our engine tech, The Conduit will look stunning by the time it reaches the player's hands.Will there be a calibration option, so we can "aim down the sights?"

Rob: One of the things we learned in our development process was that customization of controls is essential to an enjoyable gameplay experience. To that end, we allow players to customize sensitivity, dead zone sizes, as well as control layouts. But, if you mean, can you actually use the iron-sights of your guns, that answer is "not exactly". The reason being that several of our weapons are alien in nature and don't even have iron-sights... but you will have sort of an alien vision mode with some of the weapons.

Matt: There'll be on-the-fly, in-game look sensitivity adjustments, as well as a fully map-able control scheme, down to the button, in the game's front end UI. Players will be able to map the game's controls completely to their own liking. There'll even be a couple of alternate control methods for those that don't care as much for the Wii pointer style of directional turning. There'll be lots of options for maximum playability.

There hasn't been much word on who the publisher for The Conduit is. Rumor has it, Nintendo is actually going to publish the game. Can you comment on that? Can you announce one at this time?

Matt: I can neither confirm nor deny this, senator. ;) All I will say is that thanks to the explosion of interest in this title, we've had a lot of publishers knocking on our door.

Control-wise, will there be options for other methods outside of the Wiimote and nunchuk? Will it support the GameCube controller? Classic controller?

Dan: There are movement and weapon functions in The Conduit that require the Wii Remote's pointer, accelerometer, depth, and cursor rotation functionality in order to perform. The Conduit isn't your standard ported-over-to-the-Wii style of game. Using the Classic or GC controller kind of defeats the purpose of what we are looking to do.

Matt: With The Conduit we want to redefine first person shooter controls. Hard core FPS gamers that have played the game have told me that they are now convinced that Wii is the best system for the genre. When you play it you'll realize very quickly that the Wii Remote is an incredible control device for this type of game. It just feels amazing to play.

Rob: I think if you are buying a Wii, you're buying it to make use of its motion sensitive controls, which are tailor made for an FPS game.

Aside from the controls, what are the game's strengths that separate it from other existing PC/console FPSes?

Rob: I would say that would be the ASE or "All Seeing Eye" device. In game, this piece of hardware allows a player to adjust the "phase state" of things. This makes invisible enemies and hazards not only visible, but able to take damage. It also makes invisible cover and platforms become solid, leading to more gameplay. We also reveal secret puzzle locks that must be solved to get to special weapons.

Dan: We've put a solid amount of effort into enemy AI for The Conduit. A pet peeve of mine is single player FPS games where the enemies just stand there getting blasted, and don't seem to be reacting to the world around them. In The Conduit, our bad guys can hear and see, understand the use of cover, have variable levels of aggression, use grenades effectively, advance and retreat, and can determine when the player is susceptible to attack (i.e. reloading, exposed and moving in their firing cone). I think focusing a higher than normal amount of the dev time on AI makes our single player experience better than most other FPS titles out there. Of course, the overall look we're able to achieve with our advanced engine tech is also something the makes The Conduit a superior FPS game IMO.

Matt: I think that going back to the Wii Remote, The Conduit has a unique control system that feels more like a VR experience than the typical spring loaded joystick controlled videogame. I also agree that the ASE device offers a unique style of gameplay that hasn't really been seen before in other games. Having the ability to discover and phase useful objects into the environment to assist with combat is a lot of fun. Beyond that, it's just rock solid action all throughout the game. There'll be fierce enemies, bad ass weapons, and white knuckle battles. It's going to be a hell of a lot of fun.

Does the game run at 60fps? 30fps?

Matt: If we can hit closer to 60, then that will be great! But for right now we are shooting for a steady 30fps, with zero drops in framerate. The whole team swears by the fact that a solid 30fps still feels great. Even our studio's most hard core PC FPS gamers think that The Conduit feels just right at 30fps. The quality will be there, and the game will look and run amazing by the time that it ships.

Dan: The game will run absolutely solid at 30fps. For HVS, choice is either to have less visual splendor and run at 60fps or achieve the look we want for the game and run at 30fps. 30fps is a frame rate that is plenty responsive for FPS gaming and we are valuing the increased visual detail we can offer over the slightly smoother gameplay we might otherwise get by scaling this back.

High Voltage has made an adventure game/minigame collection for the Xbox (Leisure Suit Larry: Magna Cum Laude, also on PS2 and PC), and now they're making an FPS for the Wii. Is this ironic or strategy?

Rob: I like to think it's beautiful strategy. At the time Magna Cum Laude came out, the Adventure game market was woefully barren. So we found a title and a publisher willing to take the risk to revitalize that genre. Now we're trying to do the same thing with FPS's on the Wii. We feel that The Conduit will be like rain in the desert, which seems to be the case judging by the online response.

Matt: Diversity is key. We don't like to sell ourselves short by sticking with one genre or style of game. High Voltage knows that it's okay to try new things. We've learned a lot after 15 years working with so many different publishers, developers, and licensors. I could go on about how licensed game restrictions, publisher mandates, and drop dead unmovable release dates ultimately affect the quality of your game, but this project is very different. The Conduit is something completely new for our studio. This game will rock!

The company seems very (vocally) confident about the ability of The Conduit to revolutionize Wii gaming. Was it always in the plan to build up so much hype, or was the hype a natural product of enthusiasm? Has the hype been more than expected?

Rob: The hype has certainly been more than I expected and I am grateful for it. However, it is a two-edged sword. While the hype has helped give us the pick of litter for a publisher, it does mean we have a LOT to live up to. But I think we are up for the challenge. =)

Dan: There aren't many large scale multiplayer games for the Wii at this point, nor any that push the Wii graphics HW to the extent we are. So, from these standpoints - The Conduit will be revolutionary for the Wii gaming market. It is HVS's belief that although there are great FPS games on the 360 and PS3 - what they all lack is the kind of unique motion sensing based control schemes that makes The Conduit for the Wii more fun to play. Giving gamers a great looking, great playing, great controlling FPS title is something we feel is worth hyping!

Matt: The plan all along was to maximize the potential of the system, and then build a game that showcases the engine tech and the fun of the Wii Remote. Every developer talks big about their own game, but no one at High Voltage could say for sure how well our audience would react to the screenshots and gameplay video release. We've always just been focused on making a great game, and the result is that The Conduit seems to be building its own hype. And we're very appreciative of all the kind words and support we've received from the Wii community.

Is The Conduit sharing tech with Animales de la Muerte? Where did the concept for that one come from? Is it still on track? Really, anything we could learn about Animales de la Muerte would be wonderful.

Dan: Animales is using the same engine tech as The Conduit, but in a much different way since it's a 'toon shaded game.

Matt: I don't want to say too much more about the title until it's closer to completion, but I will say that it's going to be bloody fun. By the way, much respect to our friends in Mexico. However, screw PETA...no animal in this game is safe!Anything about multiplayer? Many of the folks interested in the game are looking to have some kind of online multiplayer, preferably something on-par with Medal of Honor: Heroes 2. Are you trying to implement Wi-Fi compatibility? Local multiplayer?

Dan: We are working closely with Nintendo to be able to provide the kind of multiplayer gameplay that we know the market wants.

Matt: Nintendo has been really helping us out with technical support but we still have more questions that will need be answered before we can release any specifics about our multiplayer modes. Obviously we want to be competitive with the other online console games, but we'd rather wait until we've got something great to show off before we make any announcements about this very important feature.

Permalink | Email this | Comments]]>fpsgoldeneyehalf-lifehalohigh-voltageleisure-suit-larrymagna-cum-laudemicrosoftn64pcps2ps3rareresistance-fall-of-mansci-fisonythe-conduitxboxxbox-360xbox360Mon, 16 Jun 2008 13:15:00 ESThttp://www.joystiq.com/2008/05/11/shigeru-ocarina-of-time-could-have-been-in-first-person-perspec/http://www.joystiq.com/2008/05/11/shigeru-ocarina-of-time-could-have-been-in-first-person-perspec/http://www.joystiq.com/2008/05/11/shigeru-ocarina-of-time-could-have-been-in-first-person-perspec/#commentsFiled under: Culture, Nintendo WiiThere aren't many gamers who don't harbor fond memories associated with the Nintendo 64's classic adventure (and to many, the greatest installment in the Hylian franchise), Legend of Zelda: Ocarina of Time. In addition to its beloved story and incredible visuals, it was a groundbreaking third-person adventure through an intricately detailed fantasy world -- but would we (and Game Rankings) still hold the triforce-hunting adventure in such high regard if we had experienced Hyrule directly through the point-eared protagonist's eyes?

Read | Permalink | Email this | Comments]]>fpsgoldeneyeiwatalegendofzeldan64nintendoocarinaoftimeootshigerushigerumiyamotoWiizeldaSun, 11 May 2008 12:30:00 ESThttp://www.joystiq.com/2008/02/28/new-screens-from-aborted-xbla-goldeneye-007/http://www.joystiq.com/2008/02/28/new-screens-from-aborted-xbla-goldeneye-007/http://www.joystiq.com/2008/02/28/new-screens-from-aborted-xbla-goldeneye-007/#commentsFirst off, GoldenEye 007 is not coming to the XBLA. We repeat, it is not releasing to the XBLA now or ever. Gots it? Goods. Let's get to the fun.

Yesterday, British magazine Xbox World 360 released it's "highly anticipated" March issue which was supposed to feature an exclusive look at GoldenEye 007 for the XBLA. Which it technically does, but early reports hinted at GoldenEye still being on track and in development. But that isn't the case. Xbox World 360 does have a four page spread featuring the now-revealed-to-be aborted XBLA GoldenEye port which was being developed by Rare. Their article includes a few exclusive screenshots (like the one above), how the game was improved going from the N64 to the 360 as well as quotes and comments from both Rare AND Microsoft. The same Microsoft who said they never spoke with Xbox World 360. Meh, no matter. If you're interested in torturing yourself and knowing what could have been, pick up a copy of Xbox World 360 and drool over the two new screenshots they posted. So sad ... no prettified GoldenEye for us.

We're on the fence as to whether or not the upcoming issue of Xbox World 360 Magazine does indeed have legitimate details about the supposedly-canceledGoldeneye 007 remake for Xbox Live Arcade. On the one hand, CVG claims the issue features four pages of details about the unfinished project, with numerous screenshots and comments from Microsoft.

Both these sources seem entirely at odds with each other, and only seem to agree upon the fact that this game definitely isn't coming out. Our shiny optimistic side wants us to believe in the (heavily watermarked) screenshots and details, but the reality is it's probably all speculation masquerading as fact (not unlike GamePro's Gears of War 2 "coverage"). Hopefully once the issue hits stands we'll have a few more answers.

Last week, we told you about British magazine Xbox 360 World claiming they had some "never-seen shots and hands-on details" on GoldenEye 007 for the XBLA, making it seem like the game was in development. But after digging a little deeper and running a few updates (okay, a LOT of updates), we finally settled on the idea that GoldenEye was still sitting at a "canceled" status. And we were right. Microsoft confirmed with Eurogamer that "the story in Xbox World 360 is based entirely on rumour and speculation" and that they "do not have the necessary rights to release GoldenEye on Xbox Live Arcade." Sadly, no XBLA GoldenEye for us as wipe our hands clean of this disheartening story and call it a day.

Read | Permalink | Email this | Comments]]>goldeneyegoldeneye-007microsoftrarexblaMon, 25 Feb 2008 11:15:00 ESThttp://www.joystiq.com/2008/02/22/xbla-goldeneye-007-is-real-details-coming-soon/http://www.joystiq.com/2008/02/22/xbla-goldeneye-007-is-real-details-coming-soon/http://www.joystiq.com/2008/02/22/xbla-goldeneye-007-is-real-details-coming-soon/#commentsUpdate 2: Updated the title to clear up some of the confusion. We know that the magazine article will have details and impressions about the XBLA version of GoldenEye 007 when it was being developed, but its current development status is very much up in the air. The accepted word on the street is that the game is still at a canceled status, it's just that Xbox World 360 has information regarding the game when it was being worked on. So, this is NOT confirmation that the game will release to the XBLA. We apologize for the confusion.

Update: Craptacular ... We're now hearing that the Xbox World 360 article may only feature impressions of the still canceled, not going to be released XBLA version of GoldenEye 007. So, for the time being, don't get your XBLA GoldenEye hopes up. Stupid magazines bull-crapping us, oh bother ...

Our whining, groaning and petitioning may have actually paid off for once. as the once rumored, then not rumored Xbox Live Arcade version of GoldenEye 007 is officially going to happen.

British magazine Xbox World 360 is teasing that in next month's issue (which hits newsstands next Wednesday the 27th) they'll be revealing "never-seen shots and hands-on details" from "Rare's retooled classic" and all the changes that have been implemented in this re-make. We obviously don't have to hype this news any further as we're pretty sure N64 GoldenEye fanboys will take this, run through the streets and scream joy at every street corner. Bring on the golden gun and bring on the details ... Wednesday just can't come soon enough. W00t!

The short announcement, which was slowly leaked via a screenshot jigsaw puzzle throughout the week, promises "never-seen shots and hands-on details" about the game's differences, improvements, and information on how we can "make sure this incredible remake does see the light of day." That last bit is a little worrying to us, as it implies there's still a chance the game won't see the light of day. What can we do to help? Circulate a petition? Protest at Rare headquarters? Sacrifice our pets to Satan? FOR THE LOVE OF ALL THAT IS HOLY TELL US!

Read | Permalink | Email this | Comments]]>goldeneyejames-bondMicrosoftN64NintendoRareRareWareXBLAXbox-360xbox-livexbox-live-arcadeFri, 22 Feb 2008 12:30:00 ESThttp://www.joystiq.com/2008/02/19/nintendo-dominates-list-of-most-annoying-game-characters/http://www.joystiq.com/2008/02/19/nintendo-dominates-list-of-most-annoying-game-characters/http://www.joystiq.com/2008/02/19/nintendo-dominates-list-of-most-annoying-game-characters/#commentsNintendo might well have created some of the most enduringcharacters of all time, but it's more than capable of concocting annoying ones. At least, that's the message we drew from Cracked.com's list of video game characters that inspire rage -- of the fifteen personalities listed, around half appear in Nintendo games.

While we wouldn't normally post about such lists, there's very little room for complaining about many of these choices. Time and again, Slippy's utter ineptitude has seen us launching spittle-flecked rants at our screens, Waluigi possesses a voice akin to nails on a blackboard (though this blogger will admit to finding him useful in Mario Kart DS), and Tingle is annoying for reasons that should need no explaining whatsoever.

We don't know about this one, gang. In fact, we're posting this video that supposedly compares the XBLA version of Goldeneye with its N64 counterpart both so you can enjoy it and also so you can go all Zapruder film on it and let us know your opinions on the validity. Right now we're leaning towards shrugging our shoulders and grunting quizzically.

From what we've heard most recently, this is probably a moot point, with the XBLA version currently in limbo. But if this version is real (and assuming they were planning on fixing the sound glitches) we're now even sadder that we won't be getting our hands on it.

Read | Permalink | Email this | Comments]]>goldeneyemicrosoftnintendorarexblaXbox-360Tue, 22 Jan 2008 11:30:00 ESThttp://www.joystiq.com/2008/01/20/rumor-video-surfaces-of-xbla-goldeneye-007/http://www.joystiq.com/2008/01/20/rumor-video-surfaces-of-xbla-goldeneye-007/http://www.joystiq.com/2008/01/20/rumor-video-surfaces-of-xbla-goldeneye-007/#commentsWe'd like to direct your attention to the embedded YouTube video above. This video is somewhat special. Special, because it's rumored to have been uploaded by an employee from Rare showing off an in-house build of what GoldenEye 007 would look like as an Xbox Live Arcade game. You know, because there have been numerousrumors of an XBLA version being worked on. But the video is very controversial. Controversial, because nobody can be 100% sure that it's real or fake. The improved textures, framerate and gameplay lends itself to being real, but some say it could be a l33t programmer doing a ROM hack. You'll have to ponder this one and analyze the picture evidence. Real or fake? We dunno, but we thought this video was worth your attention. That is all. Good day.

Read | Permalink | Email this | Comments]]>goldeneyegoldeneye-007rarerumorxblaSun, 20 Jan 2008 13:00:00 ESThttp://www.joystiq.com/2008/01/13/xbla-goldeneye-confirmed-also-canceled/http://www.joystiq.com/2008/01/13/xbla-goldeneye-confirmed-also-canceled/http://www.joystiq.com/2008/01/13/xbla-goldeneye-confirmed-also-canceled/#commentsFiled under: Microsoft Xbox 360, First Person ShootersWe've got good news and bad news for fans of Rare's groundbreaking first-person shooter, Goldeneye. The good news? Those rumors you've heard about a port of the game for the Xbox Live Arcade are true! The bad news? The release of the title has been delayed indefinitely, due to a licensing disagreement between Microsoft and Nintendo. Sorry to get your hopes up -- we probably should have led with that last part.

To further rub salt in your wounds, 1UP has some sweet details about the game-that-wasn't, which was only two short months from completion. Apparently, the game was a faithful recreation of the N64 classic, including all the maps and weapons from the original, with the addition of multiplayer support over Xbox Live.

Instead of giving up on what would have been one of the greatest XBLA titles to date, we highly encourage everyone to exercise their civil trolling rights in an attempt to convince Nintendo and Microsoft that there's more than enough of our money to go around. Already, thousands of rabid wannabe 00 Agents have signed petitions to bring the game back to the development table -- have you?

Read | Permalink | Email this | Comments]]>007arcadegoldeneyemicrosoftnintendorareXBLAXbox-360xboxlivearcadeSun, 13 Jan 2008 16:00:00 ESThttp://www.joystiq.com/2008/01/13/fanboys-unite-to-bring-goldeneye-007-to-the-xbla/http://www.joystiq.com/2008/01/13/fanboys-unite-to-bring-goldeneye-007-to-the-xbla/http://www.joystiq.com/2008/01/13/fanboys-unite-to-bring-goldeneye-007-to-the-xbla/#commentsA few days back we reported on the rumor that an Xbox Live Arcade remake of the N64 GoldenEye 007 was in development by Rare and since then, we've learned the truth. Or what we think to be the truth.

1UP reports that the XBLA version of GoldenEyewas in development by Rare for two solid months before the project got shelved. Shelved, because Microsoft and Nintendo couldn't agree on financials, profit sharing and all the grown-up business stuff that's involved. As a result of the shelving, the GoldenEye and XBLA communities have united over at GoldenEye XBL in an effort to bring attention to the drama at hand by sending out emails and doing some old fashioned petition signing. Again, we can't be 100% certain that the GoldenEye / Microsoft / Nintendo drama is based on fact, but if you choose to believe and GoldenEye on the XBLA is important to you, then by all means get active. Unite!

Read | Permalink | Email this | Comments]]>007goldeneyemicrosoftnintendorarexblaSun, 13 Jan 2008 14:15:00 ESThttp://www.joystiq.com/2008/01/09/rumor-goldeneye-more-rare-games-coming-to-xbla/http://www.joystiq.com/2008/01/09/rumor-goldeneye-more-rare-games-coming-to-xbla/http://www.joystiq.com/2008/01/09/rumor-goldeneye-more-rare-games-coming-to-xbla/#commentsSince the early days of Xbox Live Arcade, gamers everywhere have been dreaming of the games they'd love to see on the service. While some wishes have come to pass, other remain rumors. This one comes to us from Xbox Evolved and it concerns none other than the Nintendo 64 darling from Rare, GoldenEye. Heralded by many as one of the best FPS games to grace a console -- and certainly one of the first games to prove an FPS could be done well on a console -- GoldenEye could be on its merry way to Xbox Live Arcade sometime soon. Apparently a deal has been reached between Rare, Activision, who owns the game rights to James Bond, and MGM Studios, who owns the film rights to James Bond. Supposedly the game should release shortly before the upcoming Activision published James Bond title rumored to be under development at Bizarre.

But wait, there's more! Xbox Evolved is also reporting that Rare is planning on releasing more of its back catalog on XBLA including the original Perfect Dark and Banjo Kazooie. And before you ask, no, Killer Instinctisn't mentioned.

Resting their cred on "very reliable sources" and evidence that they claim to have seen, Xbox Evolved is reporting that Nintendo 64 classic Goldeneye will be coming to the Xbox Live Arcade shortly before Activision (the current 007 IP holder) releases their new James Bond title. The news comes (according to the site) after an agreement between Microsoft, Rareware, MGM Studios and Activision. XE says the game will feature new graphics and online multiplayer, and that other Rare games may be in the pipeline like Banjo Kazooie and Perfect Dark.

OK, sounds great, but is it true? We have no evidence one way or the other, but we think it would at least make sense for all the parties. Microsoft gets more solid XBLA titles, Rare (which is owned by Microsoft) reminds people of the company's glory days and MGM gets more publicity for James Bond. As for Activision, well, we already know they're not above pimping out a license for cash. We'll keep you updated.

[UPDATE: This looks like it was happening, but has been been put on hold.]